For most of the 20th century, life used to be rather simple for most
people. There was school, college, work, retirement. Along with that
you had hobbies like cars, bowling, or gardening. The former was more
or a less of a chore, the latter the fun stuff you did in your free
time, usually together with local friends from the same neighborhood.
This was basically the same as a thousand years ago. For a few lucky
people the two areas overlapped and they could do the stuff that they
liked as their main job.
Now, in the last 10 years of
the 20th century, as well as in the first few years of the 21st, this
has been changing rather dramatically. The reason is the rapid
technical progress, both in the wide area network and computing power
areas. Contemporary hardware can animate very detailed and realistic
graphics fluently, and transfer data on the movements and actions of
hundreds of objects and characters around the world in milliseconds
(although, unfortunately, the speed of light still remains a limiting
factor). This has led to an explosion in the availability and quality
of online games, with the newest generation like Counter-Strike and
World of Warcraft becoming a phenomenon no longer limited to any
particular social class,
but rather an all-encompassing cultural element in the industrial
countries.
Increasingly, parents find that their
children spend a lot of time playing some of those games, and more and
more people come in contact with them. This leads to people wanting
objective information, which is in practice not easy to obtain. Most
articles about these games are either written by rather clueless
journalists who have never or hardly played the games in question and
therefore mainly focus on scandalous negative side effects, or by
enthusiastic fans who dive deep into the technicalities and don't
mention the real world consequences much. This article tries to bridge
the gap - it describes the currently most important types of online
games and looks in detail at the social relationships behind them. The
authors have been longterm players for years and therefore hope that
they can address the issue in considerably greater depth and detail
than most journalists (however, you won't find detailed technical facts
here since it is not in scope of this article).
There are basically three main types of multiplayer online games:
First-person shooters (FPS)
where the player sees everything through a (usually temporary, just for
the online session or less) character's eyes and his gun's barrel. This
category still remains predominant in total worldwide player numbers
(according to Valve, Counterstrike is currently still the most popular
online multiplayer game). Some of the other examples include Quake, Unreal Tournament, and Doom 3.
Strategy games
are the the second main category. Usually similar to FPS games in the
round/session-based style of play, in these games the player usually
does not have any single entity, but rather commands a number of troops
of some kind against other human opponents. There are also various
options where one can both play with other humans against the computer
etc. Games of this kind include Starcraft, Warcraft, Age of Empires, Civilization and many others.
The last group, the MMORPG (Massively Multiplayer Online Role Playing Games),
is the area which popularity has really exploded in the last few years.
Here, the player obtains a permanent character (or entity) or several
which can evolve and be equipped with various gear, and undertakes
adventures in a large world full with other players. This is probably
the most promising group since it resembles the real world most, and it
has also been the fastest developing recently. The currently most
prominent games in this category are World of Warcraft, Final Fantasy XI, Guild Wars, Everquest II and Lineage II.
FPS
In
first-person shooter games, the basic principle is simple. Shoot or be
shot, kill or be killed. Starting with the original Castle of
Wolfenstein and Doom,
these games have developed to a level of frightening realism mainly for
men living out their ancient predatory and fighting instincts
(according to some surveys, there are about 10 times as many male as
female players in average FPS games). One of the recent milestones in
this category, Doom 3
is a game which is psychologically scary even to adult men with the
highly detailed and realistic monsters suddenly attacking from dark
corners. However, once these games take to the online multiplayer
stage, their focus shifts a little. The goal is no longer to scare the
pants off the lone player in his dark room, but rather to provide a fun
platform for competition between many players of different skill. The
most popular online game in this category is still without doubt
Counter-Strike - a game which has received much negative fame because
of various
school shootings done by Counter-Strike players, yet still remains a
highly captivating pastime for millions worldwide. It is a fan
modification of Half-Life, a Valve game, and a team game in its core:
one team is the "terrorists", the
other the "counter-terrorists", and the play is round-based: at the
start of a round, each team member receives an identical (except for
clothing) avatar, picks some weapons, and the the two teams clash in
combat until either a bomb is placed or everyone of one team is dead
(there are also variations like "capture the flag" etc).
There
are numerous reasons for the massive popularity of Counter-Strike. The
game rounds are short-term in nature and don't require much time. It is
comparatively realistic - weapons existing in reality like the M-16 or
AK-47 are used in the game, and even one shot may be enough to kill.
Also, it is easily accessible - almost everyone can install and run a
Counter-Strike server, and there are many thousands of them in the
world online at any given time. Although the basic game does not lead
to social interaction deeper than a quick chat, the grouping of people
around some specific favorite servers and the wish to play better,
which inevitably requires solid teamplay, has led to the phenomenon of
so-called "clans", or dedicated player groups, which usually have their
own server where they train. A competitive clan will usually have
requirements for people wanting to join - a certain skill level, or
some minimum playtime - and most serious clan players play at least
several hours a day. Dedicated clans will also sometimes meet in real
life to discuss strategies and generally have fun, which is not much
different from most other groups of people with similar hobbies, like
e.g. stamp collectors or RC model builders. Since many servers are
regional, mostly there are same-country and often even
same-neighborhood people on the same server, which of course makes
meeting in real life easier as well.
The
picture is roughly comparable in the other FPS multiplayer games like
Quake 4 and Unreal Tournament, with the main difference between that
the latter are less realistic and
include sci-fi weapons like laser guns and such. They are also
typically much faster, with frantic movement (means, being hard to
target) being highly important to survival, which is a concept rather
different to Counter-Strike where sometimes the top scorers just sit in
one place with a sniper rifle. However, a thing common to all FPS,
mouse control is highly essential. Skilled FPS players develop
extremely good mouse control (conventional mice no longer being good
enough for them led to the development of a whole new segment of gaming
mice) and have reaction times below 0.1 seconds. The numerous stress
peaks and drops, lack of time between rounds, and the frantic gameplay
often leads to additional addictions, though - many of the hardcore FPS
players are chain smokers, fast-food eaters, coffee addicts, or all of
it combined. There are worldwide tournaments held for most of the
established FPS, and the current champions are mostly from Europe or
the US.
Strategy games
The
picture is a bit different with strategy games. Usually they are less
frantic and leave much more room for logical thinking (of course, the
classic board games like chess or Go also have major online playing
facilities nowadays, but they cannot really be called multiplayer games
since there is little to none team aspect, it's just one-on-one most of
the time). A typical example is Warcraft II which is the most recent in the Warcraft realtime strategy game series
by Blizzard. It is played on the so-called Battlenet, a major online
gaming hub by Blizzard, which also serves other strategy games like Starcraft.
In Warcraft III it is possible to play both random opponents matched to
you approximately by skill, either one on one or in teams of up to 4 on
4, or play others in pre-arranged teams. As in FPS games, there are
also clans in Warcraft, which in this case are even explicitly
supported by Battlenet. This and the very immediate visibility of
someone's skill level (basically, his win/loss ratio) gives rise to
much competition between dedicated players for the top ladder (ranking)
spots. Unlike
geographically uniform games like Counter-Strike with tens of thousands
of servers, Warcraft has just a handful of large servers, each for a
certain area of the world (e.g. Americas, Europe, Asia). Interestingly
enough, most strategy games are dominated by Asian, especially South
Korean, players, where online multiplayer games have been a very major
part of the culture for years already. The professional South Korean
Starcraft and Warcraft tournaments are major events with hundreds of
thousands of live spectators, played on an extremely competitive level,
and broadcasted on TV, and the top players have practically celebrity
status and incomes in the six-figure range and higher.
Since
the popular strategy games are usually also just round-based, there is
not very much room for social interaction apart from an occasional
chat. Strategy players are probably a bit older than FPS players on
average, mostly between 16 and 35 in the Western societies.
Massively Multiplayer Online Role Playing Games
MMORPGs
are the final and by far the most complex group in our classification.
They are something like little worlds within themselves, often
resembling scaled-down copies of the real world, yet different as well.
The two leading MMORPGs as of the time of writing are probably World of Warcraft (WoW) and Final Fantasy XI (FFXI) , each with millions of active players worldwide. The
distinctive difference between MMORPGs and the other kinds of online
multiplayer games is that RPGs are not round-based, and do not have a
time limit or any specific goal to achieve. They are just there to be
explored along (or sometimes against) other players. The
key concept is that each player chooses a single virtual avatar which
is at first rather weak (low-level) and starts in some safe basic area
of his choice. The current MMORPGs all offer a rich palette of races
and locations to start with. Usually, to be able to explore the world,
the character must be made stronger, which is typically achieved by
killing some kind of virtual monsters repeatedly, at low levels usually
alone, later in a group. You can also do "quests" - tasks given to you
by an in-game character - for various rewards and with various degrees
of difficulty.
Current MMORPGs are very large and highly
complex. Even fully exploring their worlds can take years, and trying
out all the playstyles and options is almost impossible. There are lots
of different strategies for doing quests and winning difficult battles,
and organizational and managemental skills become essential in major
conflicts where sometimes hundreds of people are involved at once.
Those large-scale groups already resemble something like real-world
armies, with a defined command structure and squads with some special
tasks each. This is something entirely new - nothing of comparable
scale and complexity has been there until just several years ago - and
the scale is likely to become ever greater.
An impressive
fact is the extreme internationality of MMORPGs. A little less obvious
with WoW, since it is also Battlenet-based and uses the regional server
concept, it is highly apparent with Final Fantasy XI, which does not
distinguish any regions - each of its servers has people from the
entire Earth. Most players come from Japan (where the game originates
from), many from the US and Europe, but it is possible to meet people
from too many countries to list here, almost every corner of the world
being represented. An interesting side effect is that one comes in
contact with numerous cultures and customs and many different
languages. Some anecdotal stories from the authors' own experience
include a maid coming in to clean an Egyptian player's room at the
wrong time, relaxed Moroccan players sipping on a water pipe in an
Internet cafe while playing, and a Canadian PhD student surveying the
attitudes of gamers for her thesis work.
Another
positive thing about MMORPGs is that they encourage making friends and
teamplay very much. It may be possible to do a lot alone (although not
in all RPGs), but a well-matched group can do much more. Therefore,
social skills like making contacts and keeping them are substantial in
MMORPGs. Since the player is hidden behind his avatar, the threshold to
approach someone you don't know is a lot lower than in real life, which
makes them a good playground for shy people. The authors know of
several real-life relationships that initially started with the players
liking each other in the game and then finding out they liked each
other in real life as well. Of course, the chance for a mess-up is much
higher here as well - after all in real life it's unlikely you date
someone who looks cute for a while, only to find out he's a chain
smoking guy in his 30s. However, still, interestingly enough, MMORPGs
are relatively much more popular with women when compared to FPS or
strategy games. That is probably because there's a lot of social
interaction within them - you make friends who you see and adventure
together a lot, and there's a lot of talking and personal information
being exchanged - something almost entirely missing from most other
multiplayer games.
The
clan idea from FPS and strategy games is even much more emphasized in
MMORPGs. Guilds in WoW and linkshells in FFXI are major social
entities, with their members meeting each other daily for years. The
real-life meetings of large guilds or linkshells are worldwide events,
with people coming together from many different places. Linkshell
friendships sometimes last for years. On the downside, this means that
one can get hurt as well in the game - a fact that many people
unfamiliar with the whole phenomenon often fail to understand. "It's
just a game", they say. On the one hand, they're right. Yet on the
other hand, if it is possible to make new friends through these games,
who become real-life friends as well, one should realize that it is
quite possible to get friendships broken by them as well, for instance
when being disappointed by people one had trusted. This is also
something almost unique to MMORPGs - there has never been so much
reality in a virtual world before. Talking of that, one should mention
another peculiar aspect of those games - the equipment hunting. As the
avatars are the same (or similar) for everyone, the gear or equipment
that a player has basically measures his social status, much like a car
or money in real life. Players with very rare, "godly" gear, are
admired and envied by many people with regular equipment. Since that is
something most people like, and, as mentioned, the thresholds for doing
things are so much lower than in real life, many nasty things have been
done in order to obtain gear. Again, here the RPGs are almost like a
mirror of real life, condensing down the more hidden similar issues
there to a more compact and visible form. In a way, it is a pretty
interesting experience and can teach one a lot about people. It just
becomes clear much faster who is worth what. A related trait of these
games is the emerging RMT (Real Money Trade) industry, which
basically thrives on selling virtual game money and items for real
money, and for some games has reached revenues comparable to the per
capita gross national products of European countries. Here one can see
the blurring of the distinction between work and playing - many people
don't play for fun anymore. They earn money by "camping" (sitting at
the same spot all day) special monsters and selling the dropped items.
It turns out it is possible to earn sizable amounts with that - more
than a regular hard job in some countries would pay.
To
summarize, online multiplayer games are a very large and ever
increasing phenomenon. Very addictive, and easily able to occupy a
player for years, they are perhaps becoming the major modern
escape-from-reality tool of the next generation. Certainly, they have
their drawbacks, and not too few. However, if seen as an alternative to
TV, MMORPGs are definitely more worthwhile, in the authors' humble
opinion.
Sergey Alekseyev
Sergey holds a M.Sc. degree in CS and is one of the founders and owners of S-Kaze, Ltd, a company designing and developing innovative and unique next-generation websites.
View all articles by Sergey Alekseyev